#!BPY """ Name: 'Autodesk FBX (.fbx)...' Blender: 244 Group: 'Export' Tooltip: 'Selection to an ASCII Autodesk FBX ' """ __author__ = "Campbell Barton" __url__ = ['www.blender.org', 'blenderartists.org'] __version__ = "1.1" __bpydoc__ = """\ This script is an exporter to the FBX file format. http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx """ # -------------------------------------------------------------------------- # FBX Export v0.1 by Campbell Barton (AKA Ideasman) # -------------------------------------------------------------------------- # ***** BEGIN GPL LICENSE BLOCK ***** # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** # -------------------------------------------------------------------------- try: import time # import os # only needed for batch export, nbot used yet except: time = None # use this to check if they have python modules installed # for python 2.3 support try: set() except: try: from sets import Set as set except: set = None # so it complains you dont have a ! # os is only needed for batch 'own dir' option try: import os except: os = None import Blender import bpy from Blender.Mathutils import Matrix, Vector, RotationMatrix import BPyObject import BPyMesh import BPySys import BPyMessages import sys ## This was used to make V, but faster not to do all that ##valid = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_,.()[]{}' ##v = range(255) ##for c in valid: v.remove(ord(c)) v = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,42,43,47,58,59,60,61,62,63,64,92,94,96,124,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254] invalid = ''.join([chr(i) for i in v]) def cleanName(name): for ch in invalid: name = name.replace(ch, '_') return name del v, i def copy_file(source, dest): file = open(source, 'rb') data = file.read() file.close() file = open(dest, 'wb') file.write(data) file.close() def copy_images(dest_dir, textures): if not dest_dir.endswith(Blender.sys.sep): dest_dir += Blender.sys.sep image_paths = set() for img in textures: image_paths.add(Blender.sys.expandpath(img.filename)) # Now copy images copyCount = 0 for image_path in image_paths: if Blender.sys.exists(image_path): # Make a name for the target path. dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1] if not Blender.sys.exists(dest_image_path): # Image isnt alredy there print '\tCopying "%s" > "%s"' % (image_path, dest_image_path) try: copy_file(image_path, dest_image_path) copyCount+=1 except: print '\t\tWarning, file failed to copy, skipping.' print '\tCopied %d images' % copyCount mtx4_identity = Matrix() # testing mtx_x90 = RotationMatrix( 90, 3, 'x') # used #mtx_x90n = RotationMatrix(-90, 3, 'x') #mtx_y90 = RotationMatrix( 90, 3, 'y') #mtx_y90n = RotationMatrix(-90, 3, 'y') #mtx_z90 = RotationMatrix( 90, 3, 'z') #mtx_z90n = RotationMatrix(-90, 3, 'z') #mtx4_x90 = RotationMatrix( 90, 4, 'x') mtx4_x90n = RotationMatrix(-90, 4, 'x') # used #mtx4_y90 = RotationMatrix( 90, 4, 'y') mtx4_y90n = RotationMatrix(-90, 4, 'y') # used mtx4_z90 = RotationMatrix( 90, 4, 'z') # used mtx4_z90n = RotationMatrix(-90, 4, 'z') # used def strip_path(p): return p.split('\\')[-1].split('/')[-1] # Used to add the scene name into the filename without using odd chars sane_name_mapping_ob = {} sane_name_mapping_mat = {} sane_name_mapping_tex = {} sane_name_mapping_take = {} sane_name_mapping_group = {} # Make sure reserved names are not used sane_name_mapping_ob['Scene'] = 'Scene_' sane_name_mapping_ob['blend_root'] = 'blend_root_' def increment_string(t): name = t num = '' while name and name[-1].isdigit(): num = name[-1] + num name = name[:-1] if num: return '%s%d' % (name, int(num)+1) else: return name + '_0' # todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up. def sane_name(data, dct): #if not data: return None name = data.name # dont cache, only ever call once for each data type now, # so as to avoid namespace collision between types - like with objects <-> bones #try: return dct[name] #except: pass orig_name = name if not name: name = 'unnamed' # blank string, ASKING FOR TROUBLE! else: #name = BPySys.cleanName(name) name = cleanName(name) # use our own while name in dct.itervalues(): name = increment_string(name) dct[orig_name] = name return name def sane_obname(data): return sane_name(data, sane_name_mapping_ob) def sane_matname(data): return sane_name(data, sane_name_mapping_mat) def sane_texname(data): return sane_name(data, sane_name_mapping_tex) def sane_takename(data): return sane_name(data, sane_name_mapping_take) def sane_groupname(data): return sane_name(data, sane_name_mapping_group) def mat4x4str(mat): return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([ f for v in mat for f in v ]) def meshNormalizedWeights(me): try: # account for old bad BPyMesh groupNames, vWeightList = BPyMesh.meshWeight2List(me) except: return [],[] if not groupNames: return [],[] for i, vWeights in enumerate(vWeightList): tot = 0.0 for w in vWeights: tot+=w if tot: for j, w in enumerate(vWeights): vWeights[j] = w/tot return groupNames, vWeightList header_comment = \ '''; FBX 6.1.0 project file ; Created by Blender FBX Exporter ; for support mail: ideasman42@gmail.com ; ---------------------------------------------------- ''' # This func can be called with just the filename def write(filename, batch_objects = None, \ EXP_OBS_SELECTED = True, EXP_MESH = True, EXP_MESH_APPLY_MOD = True, EXP_MESH_HQ_NORMALS = False, EXP_ARMATURE = True, EXP_LAMP = True, EXP_CAMERA = True, EXP_EMPTY = True, EXP_IMAGE_COPY = False, GLOBAL_MATRIX = Matrix(), ANIM_ENABLE = True, ANIM_OPTIMIZE = True, ANIM_OPTIMIZE_PRECISSION = 6, ANIM_ACTION_ALL = False, BATCH_ENABLE = False, BATCH_GROUP = True, BATCH_SCENE = False, BATCH_FILE_PREFIX = '', BATCH_OWN_DIR = False ): # ----------------- Batch support! if BATCH_ENABLE: if os == None: BATCH_OWN_DIR = False fbxpath = filename # get the path component of filename tmp_exists = Blender.sys.exists(fbxpath) if tmp_exists != 2: # a file, we want a path while fbxpath and fbxpath[-1] not in ('/', '\\'): fbxpath = fbxpath[:-1] if not filename: Draw.PupMenu('Error%t|Directory does not exist!') return tmp_exists = Blender.sys.exists(fbxpath) if tmp_exists != 2: Draw.PupMenu('Error%t|Directory does not exist!') return if not fbxpath.endswith(Blender.sys.sep): fbxpath += Blender.sys.sep del tmp_exists if BATCH_GROUP: data_seq = bpy.data.groups else: data_seq = bpy.data.scenes # call this function within a loop with BATCH_ENABLE == False orig_sce = bpy.data.scenes.active new_fbxpath = fbxpath # own dir option modifies, we need to keep an original for data in data_seq: # scene or group newname = BATCH_FILE_PREFIX + BPySys.cleanName(data.name) if BATCH_OWN_DIR: new_fbxpath = fbxpath + newname + Blender.sys.sep # path may alredy exist # TODO - might exist but be a file. unlikely but should probably account for it. if Blender.sys.exists(new_fbxpath) == 0: os.mkdir(new_fbxpath) filename = new_fbxpath + newname + '.fbx' print '\nBatch exporting %s as...\n\t"%s"' % (data, filename) if BATCH_GROUP: #group # group, so objects update properly, add a dummy scene. sce = bpy.data.scenes.new() sce.Layers = (1<<20) -1 bpy.data.scenes.active = sce for ob_base in data.objects: sce.objects.link(ob_base) sce.update(1) # TODO - BUMMER! Armatures not in the group wont animate the mesh else:# scene data_seq.active = data # Call self with modified args # Dont pass batch options since we alredy usedt them write(filename, data.objects, False, EXP_MESH, EXP_MESH_APPLY_MOD, EXP_MESH_HQ_NORMALS, EXP_ARMATURE, EXP_LAMP, EXP_CAMERA, EXP_EMPTY, EXP_IMAGE_COPY, GLOBAL_MATRIX, ANIM_ENABLE, ANIM_OPTIMIZE, ANIM_OPTIMIZE_PRECISSION, ANIM_ACTION_ALL ) if BATCH_GROUP: # remove temp group scene bpy.data.scenes.unlink(sce) bpy.data.scenes.active = orig_sce return # so the script wont run after we have batch exported. # end batch support # ---------------------------------------------- # storage classes class my_bone_class: __slots__ =(\ 'blenName',\ 'blenBone',\ 'blenMeshes',\ 'restMatrix',\ 'parent',\ 'blenName',\ 'fbxName',\ 'fbxArm',\ '__pose_bone',\ '__anim_poselist') def __init__(self, blenBone, fbxArm): # This is so 2 armatures dont have naming conflicts since FBX bones use object namespace self.fbxName = sane_obname(blenBone) self.blenName = blenBone.name self.blenBone = blenBone self.blenMeshes = {} # fbxMeshObName : mesh self.fbxArm = fbxArm self.restMatrix = blenBone.matrix['ARMATURESPACE'] # not used yet # self.restMatrixInv = self.restMatrix.copy().invert() # self.restMatrixLocal = None # set later, need parent matrix self.parent = None # not public pose = fbxArm.blenObject.getPose() self.__pose_bone = pose.bones[self.blenName] # store a list if matricies here, (poseMatrix, head, tail) # {frame:posematrix, frame:posematrix, ...} self.__anim_poselist = {} ''' def calcRestMatrixLocal(self): if self.parent: self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.copy().invert() else: self.restMatrixLocal = self.restMatrix.copy() ''' def setPoseFrame(self, f): # cache pose info here, frame must be set beforehand # Didnt end up needing head or tail, if we do - here it is. ''' self.__anim_poselist[f] = (\ self.__pose_bone.poseMatrix.copy(),\ self.__pose_bone.head.copy(),\ self.__pose_bone.tail.copy() ) ''' self.__anim_poselist[f] = self.__pose_bone.poseMatrix.copy() # get pose from frame. def getPoseMatrix(self, f):# ---------------------------------------------- return self.__anim_poselist[f] ''' def getPoseHead(self, f): #return self.__pose_bone.head.copy() return self.__anim_poselist[f][1].copy() def getPoseTail(self, f): #return self.__pose_bone.tail.copy() return self.__anim_poselist[f][2].copy() ''' # end def getAnimParRelMatrix(self, frame): #arm_mat = self.fbxArm.matrixWorld #arm_mat = self.fbxArm.parRelMatrix() if not self.parent: #return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore return mtx4_z90 * self.getPoseMatrix(frame) else: #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert() return (mtx4_z90 * (self.getPoseMatrix(frame))) * (mtx4_z90 * self.parent.getPoseMatrix(frame)).invert() # we need thes because cameras and lights modified rotations def getAnimParRelMatrixRot(self, frame): return self.getAnimParRelMatrix(frame) def flushAnimData(self): self.__anim_poselist.clear() class my_object_generic: # Other settings can be applied for each type - mesh, armature etc. def __init__(self, ob, matrixWorld = None): self.fbxName = sane_obname(ob) self.blenObject = ob self.fbxGroupNames = [] self.fbxParent = None # set later on IF the parent is in the selection. if matrixWorld: self.matrixWorld = matrixWorld * GLOBAL_MATRIX else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX self.__anim_poselist = {} # we should only access this def parRelMatrix(self): if self.fbxParent: return self.matrixWorld * self.fbxParent.matrixWorld.copy().invert() else: return self.matrixWorld def setPoseFrame(self, f): self.__anim_poselist[f] = self.blenObject.matrixWorld.copy() def getAnimParRelMatrix(self, frame): if self.fbxParent: #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX return (self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert() else: return self.__anim_poselist[frame] * GLOBAL_MATRIX def getAnimParRelMatrixRot(self, frame): type = self.blenObject.type if self.fbxParent: matrix_rot = (((self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert())).rotationPart() else: matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart() # Lamps need to be rotated if type =='Lamp': matrix_rot = mtx_x90 * matrix_rot elif ob and type =='Camera': y = Vector(0,1,0) * matrix_rot matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y) return matrix_rot # ---------------------------------------------- print '\nFBX export starting...', filename start_time = Blender.sys.time() try: file = open(filename, 'w') except: return False sce = bpy.data.scenes.active world = sce.world # ---------------------------- Write the header first file.write(header_comment) if time: curtime = time.localtime()[0:6] else: curtime = [0,0,0,0,0,0] # file.write(\ '''FBXHeaderExtension: { FBXHeaderVersion: 1003 FBXVersion: 6100 CreationTimeStamp: { Version: 1000 Year: %.4i Month: %.2i Day: %.2i Hour: %.2i Minute: %.2i Second: %.2i Millisecond: 0 } Creator: "FBX SDK/FBX Plugins build 20070228" OtherFlags: { FlagPLE: 0 } }''' % (curtime)) file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime) file.write('\nCreator: "Blender3D version %.2f"' % Blender.Get('version')) pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way # --------------- funcs for exporting def object_tx(ob, loc, matrix, matrix_mod = None): ''' Matrix mod is so armature objects can modify their bone matricies ''' if isinstance(ob, Blender.Types.BoneType): # we know we have a matrix # matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod) matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore parent = ob.parent if parent: #par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod) par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore matrix = matrix * par_matrix.copy().invert() matrix_rot = matrix.rotationPart() loc = tuple(matrix.translationPart()) scale = tuple(matrix.scalePart()) rot = tuple(matrix_rot.toEuler()) else: # This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore #if ob and not matrix: matrix = ob.matrixWorld * GLOBAL_MATRIX if ob and not matrix: raise "error: this should never happen!" matrix_rot = matrix #if matrix: # matrix = matrix_scale * matrix if matrix: loc = tuple(matrix.translationPart()) scale = tuple(matrix.scalePart()) matrix_rot = matrix.rotationPart() # Lamps need to be rotated if ob and ob.type =='Lamp': matrix_rot = mtx_x90 * matrix_rot rot = tuple(matrix_rot.toEuler()) elif ob and ob.type =='Camera': y = Vector(0,1,0) * matrix_rot matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y) rot = tuple(matrix_rot.toEuler()) else: rot = tuple(matrix_rot.toEuler()) else: if not loc: loc = 0,0,0 scale = 1,1,1 rot = 0,0,0 return loc, rot, scale, matrix, matrix_rot def write_object_tx(ob, loc, matrix, matrix_mod= None): ''' We have loc to set the location if non blender objects that have a location matrix_mod is only used for bones at the moment ''' loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod) file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc) file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot) file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale) return loc, rot, scale, matrix, matrix_rot def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None): # if the type is 0 its an empty otherwise its a mesh # only difference at the moment is one has a color file.write(''' Properties60: { Property: "QuaternionInterpolate", "bool", "",0 Property: "Visibility", "Visibility", "A+",1''') loc, rot, scale, matrix, matrix_rot = write_object_tx(ob, loc, matrix, matrix_mod) # Rotation order, note, for FBX files Iv loaded normal order is 1 # setting to zero. # eEULER_XYZ = 0 # eEULER_XZY # eEULER_YZX # eEULER_YXZ # eEULER_ZXY # eEULER_ZYX file.write(''' Property: "RotationOffset", "Vector3D", "",0,0,0 Property: "RotationPivot", "Vector3D", "",0,0,0 Property: "ScalingOffset", "Vector3D", "",0,0,0 Property: "ScalingPivot", "Vector3D", "",0,0,0 Property: "TranslationActive", "bool", "",0 Property: "TranslationMin", "Vector3D", "",0,0,0 Property: "TranslationMax", "Vector3D", "",0,0,0 Property: "TranslationMinX", "bool", "",0 Property: "TranslationMinY", "bool", "",0 Property: "TranslationMinZ", "bool", "",0 Property: "TranslationMaxX", "bool", "",0 Property: "TranslationMaxY", "bool", "",0 Property: "TranslationMaxZ", "bool", "",0 Property: "RotationOrder", "enum", "",0 Property: "RotationSpaceForLimitOnly", "bool", "",0 Property: "AxisLen", "double", "",10 Property: "PreRotation", "Vector3D", "",0,0,0 Property: "PostRotation", "Vector3D", "",0,0,0 Property: "RotationActive", "bool", "",0 Property: "RotationMin", "Vector3D", "",0,0,0 Property: "RotationMax", "Vector3D", "",0,0,0 Property: "RotationMinX", "bool", "",0 Property: "RotationMinY", "bool", "",0 Property: "RotationMinZ", "bool", "",0 Property: "RotationMaxX", "bool", "",0 Property: "RotationMaxY", "bool", "",0 Property: "RotationMaxZ", "bool", "",0 Property: "RotationStiffnessX", "double", "",0 Property: "RotationStiffnessY", "double", "",0 Property: "RotationStiffnessZ", "double", "",0 Property: "MinDampRangeX", "double", "",0 Property: "MinDampRangeY", "double", "",0 Property: "MinDampRangeZ", "double", "",0 Property: "MaxDampRangeX", "double", "",0 Property: "MaxDampRangeY", "double", "",0 Property: "MaxDampRangeZ", "double", "",0 Property: "MinDampStrengthX", "double", "",0 Property: "MinDampStrengthY", "double", "",0 Property: "MinDampStrengthZ", "double", "",0 Property: "MaxDampStrengthX", "double", "",0 Property: "MaxDampStrengthY", "double", "",0 Property: "MaxDampStrengthZ", "double", "",0 Property: "PreferedAngleX", "double", "",0 Property: "PreferedAngleY", "double", "",0 Property: "PreferedAngleZ", "double", "",0 Property: "InheritType", "enum", "",0 Property: "ScalingActive", "bool", "",0 Property: "ScalingMin", "Vector3D", "",1,1,1 Property: "ScalingMax", "Vector3D", "",1,1,1 Property: "ScalingMinX", "bool", "",0 Property: "ScalingMinY", "bool", "",0 Property: "ScalingMinZ", "bool", "",0 Property: "ScalingMaxX", "bool", "",0 Property: "ScalingMaxY", "bool", "",0 Property: "ScalingMaxZ", "bool", "",0 Property: "GeometricTranslation", "Vector3D", "",0,0,0 Property: "GeometricRotation", "Vector3D", "",0,0,0 Property: "GeometricScaling", "Vector3D", "",1,1,1 Property: "LookAtProperty", "object", "" Property: "UpVectorProperty", "object", "" Property: "Show", "bool", "",1 Property: "NegativePercentShapeSupport", "bool", "",1 Property: "DefaultAttributeIndex", "int", "",0''') if ob and type(ob) != Blender.Types.BoneType: # Only mesh objects have color file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8') file.write('\n\t\t\tProperty: "Size", "double", "",100') file.write('\n\t\t\tProperty: "Look", "enum", "",1') return loc, rot, scale, matrix, matrix_rot # -------------------------------------------- Armatures #def write_bone(bone, name, matrix_mod): def write_bone(my_bone): file.write('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName) file.write('\n\t\tVersion: 232') #poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3] poseMatrix = write_object_props(my_bone.blenBone)[3] # dont apply bone matricies anymore pose_items.append( (my_bone.fbxName, poseMatrix) ) # file.write('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length) file.write('\n\t\t\tProperty: "Size", "double", "",1') #((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.parRelMatrix())).length) """ file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\ ((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length) """ file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\ (my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length) #file.write('\n\t\t\tProperty: "LimbLength", "double", "",1') file.write('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8') file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8') file.write('\n\t\t}') file.write('\n\t\tMultiLayer: 0') file.write('\n\t\tMultiTake: 1') file.write('\n\t\tShading: Y') file.write('\n\t\tCulling: "CullingOff"') file.write('\n\t\tTypeFlags: "Skeleton"') file.write('\n\t}') def write_camera_switch(): file.write(''' Model: "Model::Camera Switcher", "CameraSwitcher" { Version: 232''') write_object_props() file.write(''' Property: "Color", "Color", "A",0.8,0.8,0.8 Property: "Camera Index", "Integer", "A+",100 } MultiLayer: 0 MultiTake: 1 Hidden: "True" Shading: W Culling: "CullingOff" Version: 101 Name: "Model::Camera Switcher" CameraId: 0 CameraName: 100 CameraIndexName: }''') def write_camera_dummy(name, loc, near, far, proj_type, up): file.write('\n\tModel: "Model::%s", "Camera" {' % name ) file.write('\n\t\tVersion: 232') write_object_props(None, loc) file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8') file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0') file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40') file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1') file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1') file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",0') file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0') file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63') file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0') file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1') file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1') file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0') file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1') file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0') file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2') file.write('\n\t\t\tProperty: "GateFit", "enum", "",0') file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486') file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0') file.write('\n\t\t\tProperty: "AspectW", "double", "",320') file.write('\n\t\t\tProperty: "AspectH", "double", "",200') file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1') file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0') file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3') file.write('\n\t\t\tProperty: "ShowName", "bool", "",1') file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1') file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0') file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1') file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0') file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near) file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far) file.write('\n\t\t\tProperty: "FilmWidth", "double", "",0.816') file.write('\n\t\t\tProperty: "FilmHeight", "double", "",0.612') file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333') file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1') file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4') file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1') file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0') file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2') file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100') file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0') file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1') file.write('\n\t\t\tProperty: "LockMode", "bool", "",0') file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0') file.write('\n\t\t\tProperty: "FitImage", "bool", "",0') file.write('\n\t\t\tProperty: "Crop", "bool", "",0') file.write('\n\t\t\tProperty: "Center", "bool", "",1') file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1') file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0') file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5') file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1') file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0') file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1') file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333') file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0') file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100') file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50') file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50') file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type) file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0') file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0') file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0') file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5') file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200') file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0') file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777') file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0') file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7') file.write('\n\t\t}') file.write('\n\t\tMultiLayer: 0') file.write('\n\t\tMultiTake: 0') file.write('\n\t\tHidden: "True"') file.write('\n\t\tShading: Y') file.write('\n\t\tCulling: "CullingOff"') file.write('\n\t\tTypeFlags: "Camera"') file.write('\n\t\tGeometryVersion: 124') file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc) file.write('\n\t\tUp: %i,%i,%i' % up) file.write('\n\t\tLookAt: 0,0,0') file.write('\n\t\tShowInfoOnMoving: 1') file.write('\n\t\tShowAudio: 0') file.write('\n\t\tAudioColor: 0,1,0') file.write('\n\t\tCameraOrthoZoom: 1') file.write('\n\t}') def write_camera_default(): # This sucks but to match FBX converter its easier to # write the cameras though they are not needed. write_camera_dummy('Producer Perspective', (0,71.3,287.5), 10, 4000, 0, (0,1,0)) write_camera_dummy('Producer Top', (0,4000,0), 1, 30000, 1, (0,0,-1)) write_camera_dummy('Producer Bottom', (0,-4000,0), 1, 30000, 1, (0,0,-1)) write_camera_dummy('Producer Front', (0,0,4000), 1, 30000, 1, (0,1,0)) write_camera_dummy('Producer Back', (0,0,-4000), 1, 30000, 1, (0,1,0)) write_camera_dummy('Producer Right', (4000,0,0), 1, 30000, 1, (0,1,0)) write_camera_dummy('Producer Left', (-4000,0,0), 1, 30000, 1, (0,1,0)) def write_camera(my_cam): ''' Write a blender camera ''' render = sce.render width = render.sizeX height = render.sizeY aspect = float(width)/height data = my_cam.blenObject.data file.write('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName ) file.write('\n\t\tVersion: 232') loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix()) file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0') file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % data.angle) file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1') file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1') file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",14.0323972702026') file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shiftX) # not sure if this is in the correct units? file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shiftY) # ditto file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0') file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0') file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1') file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1') file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0') file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1') file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0') file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2') file.write('\n\t\t\tProperty: "GateFit", "enum", "",0') file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0') file.write('\n\t\t\tProperty: "AspectW", "double", "",%i' % width) file.write('\n\t\t\tProperty: "AspectH", "double", "",%i' % height) '''Camera aspect ratio modes. 0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant. 1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value. 2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels. 3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value. 4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value. Definition at line 234 of file kfbxcamera.h. ''' file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",2') file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0') file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3') file.write('\n\t\t\tProperty: "ShowName", "bool", "",1') file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1') file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0') file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1') file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0') file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clipStart) file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clipStart) file.write('\n\t\t\tProperty: "FilmWidth", "double", "",1.0') file.write('\n\t\t\tProperty: "FilmHeight", "double", "",1.0') file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % aspect) file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1') file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0') file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1') file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0') file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2') file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100') file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0') file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1') file.write('\n\t\t\tProperty: "LockMode", "bool", "",0') file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0') file.write('\n\t\t\tProperty: "FitImage", "bool", "",0') file.write('\n\t\t\tProperty: "Crop", "bool", "",0') file.write('\n\t\t\tProperty: "Center", "bool", "",1') file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1') file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0') file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5') file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1') file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0') file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1') file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",%.6f' % aspect) file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0') file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100') file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50') file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50') file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",0') file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0') file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0') file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0') file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5') file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200') file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0') file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777') file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0') file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7') file.write('\n\t\t}') file.write('\n\t\tMultiLayer: 0') file.write('\n\t\tMultiTake: 0') file.write('\n\t\tShading: Y') file.write('\n\t\tCulling: "CullingOff"') file.write('\n\t\tTypeFlags: "Camera"') file.write('\n\t\tGeometryVersion: 124') file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc) file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Vector(0,1,0) * matrix_rot) ) file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Vector(0,0,-1)*matrix_rot) ) #file.write('\n\t\tUp: 0,0,0' ) #file.write('\n\t\tLookAt: 0,0,0' ) file.write('\n\t\tShowInfoOnMoving: 1') file.write('\n\t\tShowAudio: 0') file.write('\n\t\tAudioColor: 0,1,0') file.write('\n\t\tCameraOrthoZoom: 1') file.write('\n\t}') def write_light(my_light): light = my_light.blenObject.data file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName) file.write('\n\t\tVersion: 232') write_object_props(my_light.blenObject, None, my_light.parRelMatrix()) # Why are these values here twice?????? - oh well, follow the holy sdk's output # Blender light types match FBX's, funny coincidence, we just need to # be sure that all unsupported types are made into a point light #ePOINT, #eDIRECTIONAL #eSPOT light_type = light.type if light_type > 3: light_type = 0 mode = light.mode if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows: do_shadow = 1 else: do_shadow = 0 if mode & Blender.Lamp.Modes.OnlyShadow or (mode & Blender.Lamp.Modes.NoDiffuse and mode & Blender.Lamp.Modes.NoSpecular): do_light = 0 else: do_light = 1 scale = abs(GLOBAL_MATRIX.scalePart()[0]) # scale is always uniform in this case file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type) file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1') file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1') file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1') file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0') file.write('\n\t\t\tProperty: "GoboProperty", "object", ""') file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1') file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200 file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale)) file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50') file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.col)) file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200 file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale)) file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50') file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type) file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light) file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1') file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0') file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1') file.write('\n\t\t\tProperty: "GoboProperty", "object", ""') file.write('\n\t\t\tProperty: "DecayType", "enum", "",0') file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.dist) file.write('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0') file.write('\n\t\t\tProperty: "NearAttenuationStart", "double", "",0') file.write('\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0') file.write('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",0') file.write('\n\t\t\tProperty: "FarAttenuationStart", "double", "",0') file.write('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",0') file.write('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow) file.write('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1') file.write('\n\t\t}') file.write('\n\t\tMultiLayer: 0') file.write('\n\t\tMultiTake: 0') file.write('\n\t\tShading: Y') file.write('\n\t\tCulling: "CullingOff"') file.write('\n\t\tTypeFlags: "Light"') file.write('\n\t\tGeometryVersion: 124') file.write('\n\t}') # matrixOnly is not used at the moment def write_null(my_null = None, fbxName = None, matrixOnly = None): # ob can be null if not fbxName: fbxName = my_null.fbxName file.write('\n\tModel: "Model::%s", "Null" {' % fbxName) file.write('\n\t\tVersion: 232') # only use this for the root matrix at the moment if matrixOnly: poseMatrix = write_object_props(None, None, matrixOnly)[3] else: # all other Null's if my_null: poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3] else: poseMatrix = write_object_props()[3] pose_items.append((fbxName, poseMatrix)) file.write(''' } MultiLayer: 0 MultiTake: 1 Shading: Y Culling: "CullingOff" TypeFlags: "Null" }''') # Material Settings if world: world_amb = world.getAmb() else: world_amb = (0,0,0) # Default value def write_material(matname, mat): file.write('\n\tMaterial: "Material::%s", "" {' % matname) # Todo, add more material Properties. if mat: mat_cold = tuple(mat.rgbCol) mat_cols = tuple(mat.specCol) #mat_colm = tuple(mat.mirCol) # we wont use the mirror color mat_colamb = tuple([c for c in world_amb]) mat_dif = mat.ref mat_amb = mat.amb mat_hard = (float(mat.hard)-1)/5.10 mat_spec = mat.spec/2.0 mat_alpha = mat.alpha mat_emit = mat.emit mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS if mat_shadeless: mat_shader = 'Lambert' else: if mat.diffuseShader == Blender.Material.Shaders.DIFFUSE_LAMBERT: mat_shader = 'Lambert' else: mat_shader = 'Phong' else: mat_cols = mat_cold = 0.8, 0.8, 0.8 mat_colamb = 0.0,0.0,0.0 # mat_colm mat_dif = 1.0 mat_amb = 0.5 mat_hard = 20.0 mat_spec = 0.2 mat_alpha = 1.0 mat_emit = 0.0 mat_shadeless = False mat_shader = 'Phong' file.write('\n\t\tVersion: 102') file.write('\n\t\tShadingModel: "%s"' % mat_shader.lower()) file.write('\n\t\tMultiLayer: 0') file.write('\n\t\tProperties60: {') file.write('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader) file.write('\n\t\t\tProperty: "MultiLayer", "bool", "",0') file.write('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender file.write('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit) file.write('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb) file.write('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb) file.write('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) file.write('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_dif) file.write('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0') file.write('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1') file.write('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha)) if not mat_shadeless: file.write('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols) file.write('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec) file.write('\n\t\t\tProperty: "ShininessExponent", "double", "",80.0') file.write('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0') file.write('\n\t\t\tProperty: "ReflectionFactor", "double", "",1') file.write('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0') file.write('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb) file.write('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold) if not mat_shadeless: file.write('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols) file.write('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard) file.write('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha) if not mat_shadeless: file.write('\n\t\t\tProperty: "Reflectivity", "double", "",0') file.write('\n\t\t}') file.write('\n\t}') def write_video(texname, tex): # Same as texture really! file.write('\n\tVideo: "Video::%s", "Clip" {' % texname) file.write(''' Type: "Clip" Properties60: { Property: "FrameRate", "double", "",0 Property: "LastFrame", "int", "",0 Property: "Width", "int", "",0 Property: "Height", "int", "",0''') if tex: fname = tex.filename fname_strip = strip_path(fname) else: fname = fname_strip = '' file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip) file.write(''' Property: "StartFrame", "int", "",0 Property: "StopFrame", "int", "",0 Property: "PlaySpeed", "double", "",1 Property: "Offset", "KTime", "",0 Property: "InterlaceMode", "enum", "",0 Property: "FreeRunning", "bool", "",0 Property: "Loop", "bool", "",0 Property: "AccessMode", "enum", "",0 } UseMipMap: 0''') file.write('\n\t\tFilename: "%s"' % fname_strip) if fname_strip: fname_strip = '/' + fname_strip file.write('\n\t\tRelativeFilename: "fbx%s"' % fname_strip) # make relative file.write('\n\t}') def write_texture(texname, tex, num): # if tex == None then this is a dummy tex file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname) file.write('\n\t\tType: "TextureVideoClip"') file.write('\n\t\tVersion: 202') # TODO, rare case _empty_ exists as a name. file.write('\n\t\tTextureName: "Texture::%s"' % texname) file.write(''' Properties60: { Property: "Translation", "Vector", "A+",0,0,0 Property: "Rotation", "Vector", "A+",0,0,0 Property: "Scaling", "Vector", "A+",1,1,1''') file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num) # WrapModeU/V 0==rep, 1==clamp, TODO add support file.write(''' Property: "TextureTypeUse", "enum", "",0 Property: "CurrentTextureBlendMode", "enum", "",1 Property: "UseMaterial", "bool", "",0 Property: "UseMipMap", "bool", "",0 Property: "CurrentMappingType", "enum", "",0 Property: "UVSwap", "bool", "",0''') file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX) file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clampY) file.write(''' Property: "TextureRotationPivot", "Vector3D", "",0,0,0 Property: "TextureScalingPivot", "Vector3D", "",0,0,0 Property: "VideoProperty", "object", "" }''') file.write('\n\t\tMedia: "Video::%s"' % texname) if tex: fname = tex.filename file.write('\n\t\tFileName: "%s"' % strip_path(fname)) file.write('\n\t\tRelativeFilename: "fbx/%s"' % strip_path(fname)) # need some make relative command else: file.write('\n\t\tFileName: ""') file.write('\n\t\tRelativeFilename: "fbx"') file.write(''' ModelUVTranslation: 0,0 ModelUVScaling: 1,1 Texture_Alpha_Source: "None" Cropping: 0,0,0,0 }''') def write_deformer_skin(obname): ''' Each mesh has its own deformer ''' file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname) file.write(''' Version: 100 MultiLayer: 0 Type: "Skin" Properties60: { } Link_DeformAcuracy: 50 }''') # in the example was 'Bip01 L Thigh_2' def write_sub_deformer_skin(my_mesh, my_bone, weights): ''' Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers So the SubDeformer needs the mesh-object name as a prefix to make it unique Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer, a but silly but dosnt really matter ''' file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName)) file.write(''' Version: 100 MultiLayer: 0 Type: "Cluster" Properties60: { Property: "SrcModel", "object", "" Property: "SrcModelReference", "object", "" } UserData: "", ""''') # Support for bone parents if my_mesh.fbxBoneParent: if my_mesh.fbxBoneParent == my_bone: # TODO - this is a bit lazy, we could have a simple write loop # for this case because all weights are 1.0 but for now this is ok # Parent Bones arent used all that much anyway. vgroup_data = [(j, 1.0) for j in xrange(len(my_mesh.blenData.verts))] else: # This bone is not a parent of this mesh object, no weights vgroup_data = [] else: # Normal weight painted mesh if my_bone.blenName in weights[0]: # Before we used normalized wright list #vgroup_data = me.getVertsFromGroup(bone.name, 1) group_index = weights[0].index(my_bone.blenName) vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]] else: vgroup_data = [] file.write('\n\t\tIndexes: ') i = -1 for vg in vgroup_data: if i == -1: file.write('%i' % vg[0]) i=0 else: if i==23: file.write('\n\t\t') i=0 file.write(',%i' % vg[0]) i+=1 file.write('\n\t\tWeights: ') i = -1 for vg in vgroup_data: if i == -1: file.write('%.8f' % vg[1]) i=0 else: if i==38: file.write('\n\t\t') i=0 file.write(',%.8f' % vg[1]) i+=1 if my_mesh.fbxParent: # TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible! m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() ) else: # Yes! this is it... - but dosnt work when the mesh is a. m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() ) #m = mtx4_z90 * my_bone.restMatrix matstr = mat4x4str(m) matstr_i = mat4x4str(m.invert()) file.write('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/ file.write('\n\t\tTransformLink: %s' % matstr) file.write('\n\t}') def write_mesh(my_mesh): me = my_mesh.blenData # if there are non NULL materials on this mesh if [mat for mat in my_mesh.blenMaterials if mat]: do_materials = True else: do_materials = False if my_mesh.blenTextures: do_textures = True else: do_textures = False file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName) file.write('\n\t\tVersion: 232') # newline is added in write_object_props write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix()) file.write('\n\t\t}') file.write('\n\t\tMultiLayer: 0') file.write('\n\t\tMultiTake: 1') file.write('\n\t\tShading: Y') file.write('\n\t\tCulling: "CullingOff"') # Write the Real Mesh data here file.write('\n\t\tVertices: ') i=-1 for v in me.verts: if i==-1: file.write('%.6f,%.6f,%.6f' % tuple(v.co)); i=0 else: if i==7: file.write('\n\t\t'); i=0 file.write(',%.6f,%.6f,%.6f'% tuple(v.co)) i+=1 file.write('\n\t\tPolygonVertexIndex: ') i=-1 for f in me.faces: fi = [v.index for v in f] # flip the last index, odd but it looks like # this is how fbx tells one face from another fi[-1] = -(fi[-1]+1) fi = tuple(fi) if i==-1: if len(f) == 3: file.write('%i,%i,%i' % fi ) else: file.write('%i,%i,%i,%i' % fi ) i=0 else: if i==13: file.write('\n\t\t') i=0 if len(f) == 3: file.write(',%i,%i,%i' % fi ) else: file.write(',%i,%i,%i,%i' % fi ) i+=1 ed_val = [None, None] LOOSE = Blender.Mesh.EdgeFlags.LOOSE for ed in me.edges: if ed.flag & LOOSE: ed_val[0] = ed.v1.index ed_val[1] = -(ed.v2.index+1) if i==-1: file.write('%i,%i' % tuple(ed_val) ) i=0 else: if i==13: file.write('\n\t\t') i=0 file.write(',%i,%i' % tuple(ed_val) ) i+=1 del LOOSE file.write('\n\t\tGeometryVersion: 124') file.write(''' LayerElementNormal: 0 { Version: 101 Name: "" MappingInformationType: "ByVertice" ReferenceInformationType: "Direct" Normals: ''') i=-1 for v in me.verts: if i==-1: file.write('%.15f,%.15f,%.15f' % tuple(v.no)); i=0 else: if i==2: file.write('\n '); i=0 file.write(',%.15f,%.15f,%.15f' % tuple(v.no)) i+=1 file.write('\n\t\t}') # Write VertexColor Layers # note, no programs seem to use this info :/ collayers = [] if me.vertexColors: collayers = me.getColorLayerNames() collayer_orig = me.activeColorLayer for colindex, collayer in enumerate(collayers): me.activeColorLayer = collayer file.write('\n\t\tLayerElementColor: %i {' % colindex) file.write('\n\t\t\tVersion: 101') file.write('\n\t\t\tName: "%s"' % collayer) file.write(''' MappingInformationType: "ByPolygonVertex" ReferenceInformationType: "IndexToDirect" Colors: ''') i = -1 ii = 0 # Count how many Colors we write for f in me.faces: for col in f.col: if i==-1: file.write('%i,%i,%i' % (col[0], col[1], col[2])) i=0 else: if i==7: file.write('\n\t\t\t\t') i=0 file.write(',%i,%i,%i' % (col[0], col[1], col[2])) i+=1 ii+=1 # One more Color file.write('\n\t\t\tColorIndex: ') i = -1 for j in xrange(ii): if i == -1: file.write('%i' % j) i=0 else: if i==55: file.write('\n\t\t\t\t') i=0 file.write(',%i' % j) i+=1 file.write('\n\t\t}') # Write UV and texture layers. uvlayers = [] if me.faceUV: uvlayers = me.getUVLayerNames() uvlayer_orig = me.activeUVLayer for uvindex, uvlayer in enumerate(uvlayers): me.activeUVLayer = uvlayer file.write('\n\t\tLayerElementUV: %i {' % uvindex) file.write('\n\t\t\tVersion: 101') file.write('\n\t\t\tName: "%s"' % uvlayer) file.write(''' MappingInformationType: "ByPolygonVertex" ReferenceInformationType: "IndexToDirect" UV: ''') i = -1 ii = 0 # Count how many UVs we write for f in me.faces: for uv in f.uv: if i==-1: file.write('%.6f,%.6f' % tuple(uv)) i=0 else: if i==7: file.write('\n ') i=0 file.write(',%.6f,%.6f' % tuple(uv)) i+=1 ii+=1 # One more UV file.write('\n\t\t\tUVIndex: ') i = -1 for j in xrange(ii): if i == -1: file.write('%i' % j) i=0 else: if i==55: file.write('\n\t\t\t\t') i=0 file.write(',%i' % j) i+=1 file.write('\n\t\t}') if do_textures: file.write('\n\t\tLayerElementTexture: %i {' % uvindex) file.write('\n\t\t\tVersion: 101') file.write('\n\t\t\tName: "%s"' % uvlayer) if len(my_mesh.blenTextures) == 1: file.write('\n\t\t\tMappingInformationType: "AllSame"') else: file.write('\n\t\t\tMappingInformationType: "ByPolygon"') file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"') file.write('\n\t\t\tBlendMode: "Translucent"') file.write('\n\t\t\tTextureAlpha: 1') file.write('\n\t\t\tTextureId: ') if len(my_mesh.blenTextures) == 1: file.write('0') else: #texture_mapping_local = {None:0} texture_mapping_local = {None:-1} i = 0 # 1 for dummy for tex in my_mesh.blenTextures: texture_mapping_local[tex] = i i+=1 i=-1 for f in me.faces: img_key = f.image if i==-1: i=0 file.write( '%s' % texture_mapping_local[img_key]) else: if i==55: file.write('\n ') i=0 file.write(',%s' % texture_mapping_local[img_key]) i+=1 else: file.write(''' LayerElementTexture: 0 { Version: 101 Name: "" MappingInformationType: "NoMappingInformation" ReferenceInformationType: "IndexToDirect" BlendMode: "Translucent" TextureAlpha: 1 TextureId: ''') file.write('\n\t\t}') me.activeUVLayer = uvlayer_orig # Done with UV/textures. if do_materials: file.write('\n\t\tLayerElementMaterial: 0 {') file.write('\n\t\t\tVersion: 101') file.write('\n\t\t\tName: ""') if len(my_mesh.blenMaterials) == 1: file.write('\n\t\t\tMappingInformationType: "AllSame"') else: file.write('\n\t\t\tMappingInformationType: "ByPolygon"') file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"') file.write('\n\t\t\tMaterials: ') if len(my_mesh.blenMaterials) == 1: file.write('0') else: # Build a material mapping for this #material_mapping_local = [0] * 16 # local-index : global index. material_mapping_local = [-1] * 16 # local-index : global index. i= 0 # 1 for j, mat in enumerate(my_mesh.blenMaterials): if mat: material_mapping_local[j] = i i+=1 # else leave as -1 len_material_mapping_local = len(material_mapping_local) i=-1 for f in me.faces: f_mat = f.mat if f_mat >= len_material_mapping_local: f_mat = 0 if i==-1: i=0 file.write( '%s' % (material_mapping_local[f_mat])) else: if i==55: file.write('\n\t\t\t\t') i=0 file.write(',%s' % (material_mapping_local[f_mat])) i+=1 file.write('\n\t\t}') file.write(''' Layer: 0 { Version: 100 LayerElement: { Type: "LayerElementNormal" TypedIndex: 0 }''') if do_materials: file.write(''' LayerElement: { Type: "LayerElementMaterial" TypedIndex: 0 }''') # Always write this if do_textures: file.write(''' LayerElement: { Type: "LayerElementTexture" TypedIndex: 0 }''') if me.vertexColors: file.write(''' LayerElement: { Type: "LayerElementColor" TypedIndex: 0 }''') if me.faceUV: file.write(''' LayerElement: { Type: "LayerElementUV" TypedIndex: 0 }''') file.write('\n\t\t}') if len(uvlayers) > 1: for i in xrange(1, len(uvlayers)): file.write('\n\t\tLayer: %i {' % i) file.write('\n\t\t\tVersion: 100') file.write(''' LayerElement: { Type: "LayerElementUV"''') file.write('\n\t\t\t\tTypedIndex: %i' % i) file.write('\n\t\t\t}') if do_textures: file.write(''' LayerElement: { Type: "LayerElementTexture"''') file.write('\n\t\t\t\tTypedIndex: %i' % i) file.write('\n\t\t\t}') file.write('\n\t\t}') if len(collayers) > 1: # Take into account any UV layers layer_offset = 0 if uvlayers: layer_offset = len(uvlayers)-1 for i in xrange(layer_offset, len(collayers)+layer_offset): file.write('\n\t\tLayer: %i {' % i) file.write('\n\t\t\tVersion: 100') file.write(''' LayerElement: { Type: "LayerElementColor"''') file.write('\n\t\t\t\tTypedIndex: %i' % i) file.write('\n\t\t\t}') file.write('\n\t\t}') file.write('\n\t}') def write_group(name): file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name) file.write(''' Properties60: { Property: "MultiLayer", "bool", "",0 Property: "Pickable", "bool", "",1 Property: "Transformable", "bool", "",1 Property: "Show", "bool", "",1 } MultiLayer: 0 }''') # add meshes here to clear because they are not used anywhere. meshes_to_clear = [] ob_meshes = [] ob_lights = [] ob_cameras = [] # in fbx we export bones as children of the mesh # armatures not a part of a mesh, will be added to ob_arms ob_bones = [] ob_arms = [] ob_null = [] # emptys # List of types that have blender objects (not bones) ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null] groups = [] # blender groups, only add ones that have objects in the selections materials = {} textures = {} tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error # if EXP_OBS_SELECTED is false, use sceens objects if not batch_objects: if EXP_OBS_SELECTED: tmp_objects = sce.objects.context else: tmp_objects = sce.objects else: tmp_objects = batch_objects if EXP_ARMATURE: # This is needed so applying modifiers dosnt apply the armature deformation, its also needed # ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes. # set every armature to its rest, backup the original values so we done mess up the scene ob_arms_orig_rest = [arm.restPosition for arm in bpy.data.armatures] for arm in bpy.data.armatures: arm.restPosition = True if ob_arms_orig_rest: for ob_base in bpy.data.objects: #if ob_base.type == 'Armature': ob_base.makeDisplayList() # This causes the makeDisplayList command to effect the mesh Blender.Set('curframe', Blender.Get('curframe')) for ob_base in tmp_objects: for ob, mtx in BPyObject.getDerivedObjects(ob_base): #for ob in [ob_base,]: tmp_ob_type = ob.type if tmp_ob_type == 'Camera': if EXP_CAMERA: ob_cameras.append(my_object_generic(ob, mtx)) elif tmp_ob_type == 'Lamp': if EXP_LAMP: ob_lights.append(my_object_generic(ob, mtx)) elif tmp_ob_type == 'Armature': if EXP_ARMATURE: # TODO - armatures dont work in dupligroups! if ob not in ob_arms: ob_arms.append(ob) # ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)" elif tmp_ob_type == 'Empty': if EXP_EMPTY: ob_null.append(my_object_generic(ob, mtx)) elif EXP_MESH: origData = True if tmp_ob_type != 'Mesh': me = bpy.data.meshes.new() try: me.getFromObject(ob) except: me = None if me: meshes_to_clear.append( me ) mats = me.materials origData = False else: # Mesh Type! if EXP_MESH_APPLY_MOD: me = bpy.data.meshes.new() me.getFromObject(ob) # so we keep the vert groups if EXP_ARMATURE: orig_mesh = ob.getData(mesh=1) if orig_mesh.getVertGroupNames(): ob.copy().link(me) # If new mesh has no vgroups we can try add if verts are teh same if not me.getVertGroupNames(): # vgroups were not kept by the modifier if len(me.verts) == len(orig_mesh.verts): groupNames, vWeightDict = BPyMesh.meshWeight2Dict(orig_mesh) BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict) # print ob, me, me.getVertGroupNames() meshes_to_clear.append( me ) origData = False mats = me.materials else: me = ob.getData(mesh=1) mats = me.materials # Support object colors tmp_colbits = ob.colbits if tmp_colbits: tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too. for i in xrange(16): if tmp_colbits & (1< fbxObject mapping # this is needed for groups as well as fbxParenting bpy.data.objects.tag = False tmp_obmapping = {} for ob_generic in ob_all_typegroups: for ob_base in ob_generic: ob_base.blenObject.tag = True tmp_obmapping[ob_base.blenObject] = ob_base # Build Groups from objects we export for blenGroup in bpy.data.groups: fbxGroupName = None for ob in blenGroup.objects: if ob.tag: if fbxGroupName == None: fbxGroupName = sane_groupname(blenGroup) groups.append((fbxGroupName, blenGroup)) tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames groups.sort() # not really needed # Assign parents using this mapping for ob_generic in ob_all_typegroups: for my_ob in ob_generic: parent = my_ob.blenObject.parent if parent and parent.tag: # does it exist and is it in the mapping my_ob.fbxParent = tmp_obmapping[parent] del tmp_obmapping # Finished finding groups we use materials = [(sane_matname(mat), mat) for mat in materials.itervalues() if mat] textures = [(sane_texname(img), img) for img in textures.itervalues() if img] materials.sort() # sort by name textures.sort() camera_count = 8 file.write(''' ; Object definitions ;------------------------------------------------------------------ Definitions: { Version: 100 Count: %i''' % (\ 1+1+camera_count+\ len(ob_meshes)+\ len(ob_lights)+\ len(ob_cameras)+\ len(ob_arms)+\ len(ob_null)+\ len(ob_bones)+\ bone_deformer_count+\ len(materials)+\ (len(textures)*2))) # add 1 for the root model 1 for global settings del bone_deformer_count file.write(''' ObjectType: "Model" { Count: %i }''' % (\ 1+camera_count+\ len(ob_meshes)+\ len(ob_lights)+\ len(ob_cameras)+\ len(ob_arms)+\ len(ob_null)+\ len(ob_bones))) # add 1 for the root model file.write(''' ObjectType: "Geometry" { Count: %i }''' % len(ob_meshes)) if materials: file.write(''' ObjectType: "Material" { Count: %i }''' % len(materials)) if textures: file.write(''' ObjectType: "Texture" { Count: %i }''' % len(textures)) # add 1 for an empty tex file.write(''' ObjectType: "Video" { Count: %i }''' % len(textures)) # add 1 for an empty tex tmp = 0 # Add deformer nodes for my_mesh in ob_meshes: if my_mesh.fbxArm: tmp+=1 # Add subdeformers for my_bone in ob_bones: tmp += len(my_bone.blenMeshes) if tmp: file.write(''' ObjectType: "Deformer" { Count: %i }''' % tmp) del tmp # we could avoid writing this possibly but for now just write it file.write(''' ObjectType: "Pose" { Count: 1 }''') if groups: file.write(''' ObjectType: "GroupSelection" { Count: %i }''' % len(groups)) file.write(''' ObjectType: "GlobalSettings" { Count: 1 } }''') file.write(''' ; Object properties ;------------------------------------------------------------------ Objects: {''') # To comply with other FBX FILES write_camera_switch() # Write the null object write_null(None, 'blend_root')# , GLOBAL_MATRIX) for my_null in ob_null: write_null(my_null) for my_arm in ob_arms: write_null(my_arm) for my_cam in ob_cameras: write_camera(my_cam) for my_light in ob_lights: write_light(my_light) for my_mesh in ob_meshes: write_mesh(my_mesh) #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: write_bone(my_bone) write_camera_default() for matname, mat in materials: write_material(matname, mat) # each texture uses a video, odd for texname, tex in textures: write_video(texname, tex) i = 0 for texname, tex in textures: write_texture(texname, tex, i) i+=1 for groupname, group in groups: write_group(groupname) # NOTE - c4d and motionbuilder dont need normalized weights, but deep-exploration 5 does and (max?) do. # Write armature modifiers # TODO - add another MODEL? - because of this skin definition. for my_mesh in ob_meshes: if my_mesh.fbxArm: write_deformer_skin(my_mesh.fbxName) # Get normalized weights for temorary use if my_mesh.fbxBoneParent: weights = None else: weights = meshNormalizedWeights(my_mesh.blenData) #for bonename, bone, obname, bone_mesh, armob in ob_bones: for my_bone in ob_bones: if me in my_bone.blenMeshes.itervalues(): write_sub_deformer_skin(my_mesh, my_bone, weights) # Write pose's really weired, only needed when an armature and mesh are used together # each by themselves dont need pose data. for now only pose meshes and bones file.write(''' Pose: "Pose::BIND_POSES", "BindPose" { Type: "BindPose" Version: 100 Properties60: { } NbPoseNodes: ''') file.write(str(len(pose_items))) for fbxName, matrix in pose_items: file.write('\n\t\tPoseNode: {') file.write('\n\t\t\tNode: "Model::%s"' % fbxName ) if matrix: file.write('\n\t\t\tMatrix: %s' % mat4x4str(matrix)) else: file.write('\n\t\t\tMatrix: %s' % mat4x4str(mtx4_identity)) file.write('\n\t\t}') file.write('\n\t}') # Finish Writing Objects # Write global settings file.write(''' GlobalSettings: { Version: 1000 Properties60: { Property: "UpAxis", "int", "",1 Property: "UpAxisSign", "int", "",1 Property: "FrontAxis", "int", "",2 Property: "FrontAxisSign", "int", "",1 Property: "CoordAxis", "int", "",0 Property: "CoordAxisSign", "int", "",1 Property: "UnitScaleFactor", "double", "",100 } } ''') file.write('}') file.write(''' ; Object relations ;------------------------------------------------------------------ Relations: {''') file.write('\n\tModel: "Model::blend_root", "Null" {\n\t}') for my_null in ob_null: file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName) for my_arm in ob_arms: file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_arm.fbxName) for my_mesh in ob_meshes: file.write('\n\tModel: "Model::%s", "Mesh" {\n\t}' % my_mesh.fbxName) # TODO - limbs can have the same name for multiple armatures, should prefix. #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: file.write('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName) for my_cam in ob_cameras: file.write('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName) for my_light in ob_lights: file.write('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName) file.write(''' Model: "Model::Producer Perspective", "Camera" { } Model: "Model::Producer Top", "Camera" { } Model: "Model::Producer Bottom", "Camera" { } Model: "Model::Producer Front", "Camera" { } Model: "Model::Producer Back", "Camera" { } Model: "Model::Producer Right", "Camera" { } Model: "Model::Producer Left", "Camera" { } Model: "Model::Camera Switcher", "CameraSwitcher" { }''') for matname, mat in materials: file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname) if textures: for texname, tex in textures: file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname) for texname, tex in textures: file.write('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname) # deformers - modifiers for my_mesh in ob_meshes: if my_mesh.fbxArm: file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {\n\t}' % my_mesh.fbxName) #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName # is this bone effecting a mesh? file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName)) # This should be at the end # file.write('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}') for groupname, group in groups: file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {\n\t}' % groupname) file.write('\n}') file.write(''' ; Object connections ;------------------------------------------------------------------ Connections: {''') # NOTE - The FBX SDK dosnt care about the order but some importers DO! # for instance, defining the material->mesh connection # before the mesh->blend_root crashes cinema4d # write the fake root node file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"') for ob_generic in ob_all_typegroups: # all blender 'Object's we support for my_ob in ob_generic: if my_ob.fbxParent: file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName)) else: file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_ob.fbxName) if materials: for my_mesh in ob_meshes: # Connect all materials to all objects, not good form but ok for now. for mat in my_mesh.blenMaterials: if mat: file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat.name], my_mesh.fbxName)) if textures: for my_mesh in ob_meshes: if my_mesh.blenTextures: # file.write('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName) for tex in my_mesh.blenTextures: if tex: file.write('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName)) for texname, tex in textures: file.write('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname)) for my_mesh in ob_meshes: if my_mesh.fbxArm: file.write('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, my_mesh.fbxName)) #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: for fbxMeshObName in my_bone.blenMeshes: # .keys() file.write('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName)) # limbs -> deformers # for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: for fbxMeshObName in my_bone.blenMeshes: # .keys() file.write('\n\tConnect: "OO", "Model::%s", "SubDeformer::Cluster %s %s"' % (my_bone.fbxName, fbxMeshObName, my_bone.fbxName)) #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: # Always parent to armature now if my_bone.parent: file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.parent.fbxName) ) else: # the armature object is written as an empty and all root level bones connect to it file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName) ) # groups if groups: for ob_generic in ob_all_typegroups: for ob_base in ob_generic: for fbxGroupName in ob_base.fbxGroupNames: file.write('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName)) for my_arm in ob_arms: file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_arm.fbxName) file.write('\n}') # Needed for scene footer as well as animation render = sce.render # from the FBX sdk #define KTIME_ONE_SECOND KTime (K_LONGLONG(46186158000)) def fbx_time(t): # 0.5 + val is the same as rounding. return int(0.5 + ((t/fps) * 46186158000)) fps = float(render.fps) start = render.sFrame end = render.eFrame if end < start: start, end = end, start if start==end: ANIM_ENABLE = False # animations for these object types ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms if ANIM_ENABLE and [tmp for tmp in ob_anim_lists if tmp]: frame_orig = Blender.Get('curframe') if ANIM_OPTIMIZE: ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** ANIM_OPTIMIZE_PRECISSION # default action, when no actions are avaioable tmp_actions = [None] # None is the default action blenActionDefault = None action_lastcompat = None if ANIM_ACTION_ALL: bpy.data.actions.tag = False tmp_actions = list(bpy.data.actions) # find which actions are compatible with the armatures # blenActions is not yet initialized so do it now. tmp_act_count = 0 for my_arm in ob_arms: # get the default name if not blenActionDefault: blenActionDefault = my_arm.blenAction arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones]) for action in tmp_actions: action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) ) if action_chan_names: # at least one channel matches. my_arm.blenActionList.append(action) action.tag = True tmp_act_count += 1 # incase there is no actions applied to armatures action_lastcompat = action if tmp_act_count: # unlikely to ever happen but if no actions applied to armatures, just use the last compatible armature. if not blenActionDefault: blenActionDefault = action_lastcompat del action_lastcompat file.write(''' ;Takes and animation section ;---------------------------------------------------- Takes: {''') if blenActionDefault: file.write('\n\tCurrent: "%s"' % sane_takename(blenActionDefault)) else: file.write('\n\tCurrent: "Default Take"') for blenAction in tmp_actions: # we have tagged all actious that are used be selected armatures if blenAction: if blenAction.tag: print '\taction: "%s" exporting...' % blenAction.name else: print '\taction: "%s" has no armature using it, skipping' % blenAction.name continue if blenAction == None: # Warning, this only accounts for tmp_actions being [None] file.write('\n\tTake: "Default Take" {') act_start = start act_end = end else: # use existing name if blenAction == blenActionDefault: # have we alredy got the name file.write('\n\tTake: "%s" {' % sane_name_mapping_take[blenAction.name]) else: file.write('\n\tTake: "%s" {' % sane_takename(blenAction)) tmp = blenAction.getFrameNumbers() if tmp: act_start = min(tmp) act_end = max(tmp) del tmp else: # Fallback on this, theres not much else we can do? :/ # when an action has no length act_start = start act_end = end # Set the action active for my_bone in ob_arms: if blenAction in my_bone.blenActionList: ob.action = blenAction # print '\t\tSetting Action!', blenAction # sce.update(1) file.write('\n\t\tFileName: "Default_Take.tak"') # ??? - not sure why this is needed file.write('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed file.write('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed file.write(''' ;Models animation ;----------------------------------------------------''') # set pose data for all bones # do this here incase the action changes ''' for my_bone in ob_bones: my_bone.flushAnimData() ''' i = act_start while i <= act_end: Blender.Set('curframe', i) for ob_generic in ob_anim_lists: for my_ob in ob_generic: #Blender.Window.RedrawAll() if ob_generic == ob_meshes and my_ob.fbxArm: # We cant animate armature meshes! pass else: my_ob.setPoseFrame(i) i+=1 #for bonename, bone, obname, me, armob in ob_bones: for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms): for my_ob in ob_generic: if ob_generic == ob_meshes and my_ob.fbxArm: # do nothing, pass else: file.write('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed file.write('\n\t\t\tVersion: 1.1') file.write('\n\t\t\tChannel: "Transform" {') context_bone_anim_mats = [ (my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in xrange(act_start, act_end+1) ] # ---------------- # ---------------- for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale if TX_CHAN=='T': context_bone_anim_vecs = [mtx[0].translationPart() for mtx in context_bone_anim_mats] elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].toEuler() for mtx in context_bone_anim_mats] else: context_bone_anim_vecs = [mtx[0].scalePart() for mtx in context_bone_anim_mats] file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation for i in xrange(3): # Loop on each axis of the bone file.write('\n\t\t\t\t\tChannel: "%s" {'% ('XYZ'[i])) # translation file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i] ) file.write('\n\t\t\t\t\t\tKeyVer: 4005') if not ANIM_OPTIMIZE: # Just write all frames, simple but in-eficient file.write('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start)) file.write('\n\t\t\t\t\t\tKey: ') frame = act_start while frame <= act_end: if frame!=act_start: file.write(',') # Curve types are # C,n is for bezier? - linear is best for now so we can do simple keyframe removal file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n' % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] )) #file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] )) frame+=1 else: # remove unneeded keys, j is the frame, needed when some frames are removed. context_bone_anim_keys = [ (vec[i], j) for j, vec in enumerate(context_bone_anim_vecs) ] # last frame to fisrt frame, missing 1 frame on either side. # removeing in a backwards loop is faster for j in xrange( (act_end-act_start)-1, 0, -1 ): # Is this key reduenant? if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j-1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and\ abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j+1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT: del context_bone_anim_keys[j] if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]: # This axis has no moton, its okay to skip KeyCount and Keys in this case pass else: # We only need to write these if there is at least one file.write('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys)) file.write('\n\t\t\t\t\t\tKey: ') for val, frame in context_bone_anim_keys: if frame != context_bone_anim_keys[0][1]: # not the first file.write(',') # frame is alredy one less then blenders frame file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n' % (fbx_time(frame), val )) #file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val )) if i==0: file.write('\n\t\t\t\t\t\tColor: 1,0,0') elif i==1: file.write('\n\t\t\t\t\t\tColor: 0,1,0') elif i==2: file.write('\n\t\t\t\t\t\tColor: 0,0,1') file.write('\n\t\t\t\t\t}') file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER+1) ) file.write('\n\t\t\t\t}') # --------------- file.write('\n\t\t\t}') file.write('\n\t\t}') # end the take file.write('\n\t}') # end action loop. set original actions # do this after every loop incase actions effect eachother. for my_bone in ob_arms: my_bone.blenObject.action = my_bone.blenAction file.write('\n}') Blender.Set('curframe', frame_orig) else: # no animation file.write('\n;Takes and animation section') file.write('\n;----------------------------------------------------') file.write('\n') file.write('\nTakes: {') file.write('\n\tCurrent: ""') file.write('\n}') # write meshes animation #for obname, ob, mtx, me, mats, arm, armname in ob_meshes: # Clear mesh data Only when writing with modifiers applied for me in meshes_to_clear: me.verts = None # --------------------------- Footer if world: has_mist = world.mode & 1 mist_intense, mist_start, mist_end, mist_height = world.mist world_hor = world.hor else: has_mist = mist_intense = mist_start = mist_end = mist_height = 0 world_hor = 0,0,0 file.write('\n;Version 5 settings') file.write('\n;------------------------------------------------------------------') file.write('\n') file.write('\nVersion5: {') file.write('\n\tAmbientRenderSettings: {') file.write('\n\t\tVersion: 101') file.write('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world_amb)) file.write('\n\t}') file.write('\n\tFogOptions: {') file.write('\n\t\tFlogEnable: %i' % has_mist) file.write('\n\t\tFogMode: 0') file.write('\n\t\tFogDensity: %.3f' % mist_intense) file.write('\n\t\tFogStart: %.3f' % mist_start) file.write('\n\t\tFogEnd: %.3f' % mist_end) file.write('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world_hor)) file.write('\n\t}') file.write('\n\tSettings: {') file.write('\n\t\tFrameRate: "%i"' % int(fps)) file.write('\n\t\tTimeFormat: 1') file.write('\n\t\tSnapOnFrames: 0') file.write('\n\t\tReferenceTimeIndex: -1') file.write('\n\t\tTimeLineStartTime: %i' % fbx_time(start-1)) file.write('\n\t\tTimeLineStopTime: %i' % fbx_time(end-1)) file.write('\n\t}') file.write('\n\tRendererSetting: {') file.write('\n\t\tDefaultCamera: "Producer Perspective"') file.write('\n\t\tDefaultViewingMode: 0') file.write('\n\t}') file.write('\n}') file.write('\n') # Incase sombody imports this, clean up by clearing global dicts sane_name_mapping_ob.clear() sane_name_mapping_mat.clear() sane_name_mapping_tex.clear() ob_arms[:] = [] ob_bones[:] = [] ob_cameras[:] = [] ob_lights[:] = [] ob_meshes[:] = [] ob_null[:] = [] # copy images if enabled if EXP_IMAGE_COPY: copy_images( Blender.sys.dirname(filename), [ tex[1] for tex in textures if tex[1] != None ]) print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time) return True # -------------------------------------------- # UI Function - not a part of the exporter. # this is to seperate the user interface from the rest of the exporter. from Blender import Draw, Window EVENT_NONE = 0 EVENT_EXIT = 1 EVENT_REDRAW = 2 EVENT_FILESEL = 3 GLOBALS = {} # export opts def do_redraw(e,v): GLOBALS['EVENT'] = e # toggle between these 2, only allow one on at once def do_obs_sel(e,v): GLOBALS['EVENT'] = e GLOBALS['EXP_OBS_SCENE'].val = 0 GLOBALS['EXP_OBS_SELECTED'].val = 1 def do_obs_sce(e,v): GLOBALS['EVENT'] = e GLOBALS['EXP_OBS_SCENE'].val = 1 GLOBALS['EXP_OBS_SELECTED'].val = 0 def do_obs_sce(e,v): GLOBALS['EVENT'] = e GLOBALS['EXP_OBS_SCENE'].val = 1 GLOBALS['EXP_OBS_SELECTED'].val = 0 def do_batch_type_grp(e,v): GLOBALS['EVENT'] = e GLOBALS['BATCH_GROUP'].val = 1 GLOBALS['BATCH_SCENE'].val = 0 def do_batch_type_sce(e,v): GLOBALS['EVENT'] = e GLOBALS['BATCH_GROUP'].val = 0 GLOBALS['BATCH_SCENE'].val = 1 def do_anim_act_all(e,v): GLOBALS['EVENT'] = e GLOBALS['ANIM_ACTION_ALL'][0].val = 1 GLOBALS['ANIM_ACTION_ALL'][1].val = 0 def do_anim_act_cur(e,v): if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val: Draw.PupMenu('Warning%t|Cant use this with batch export group option') else: GLOBALS['EVENT'] = e GLOBALS['ANIM_ACTION_ALL'][0].val = 0 GLOBALS['ANIM_ACTION_ALL'][1].val = 1 def fbx_ui_exit(e,v): GLOBALS['EVENT'] = e def do_help(e,v): url = 'http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx' print 'Trying to open web browser with documentation at this address...' print '\t' + url try: import webbrowser webbrowser.open(url) except: print '...could not open a browser window.' # run when export is pressed #def fbx_ui_write(e,v): def fbx_ui_write(filename): # Dont allow overwriting files when saving normally if not GLOBALS['BATCH_ENABLE'].val: if not BPyMessages.Warning_SaveOver(filename): return GLOBALS['EVENT'] = EVENT_EXIT # Keep the order the same as above for simplicity # the [] is a dummy arg used for objects Blender.Window.WaitCursor(1) # Make the matrix GLOBAL_MATRIX = mtx4_identity GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = GLOBALS['_SCALE'].val if GLOBALS['_XROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n ret = write(\ filename, None,\ GLOBALS['EXP_OBS_SELECTED'].val,\ GLOBALS['EXP_MESH'].val,\ GLOBALS['EXP_MESH_APPLY_MOD'].val,\ GLOBALS['EXP_MESH_HQ_NORMALS'].val,\ GLOBALS['EXP_ARMATURE'].val,\ GLOBALS['EXP_LAMP'].val,\ GLOBALS['EXP_CAMERA'].val,\ GLOBALS['EXP_EMPTY'].val,\ GLOBALS['EXP_IMAGE_COPY'].val,\ GLOBAL_MATRIX,\ GLOBALS['ANIM_ENABLE'].val,\ GLOBALS['ANIM_OPTIMIZE'].val,\ GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val,\ GLOBALS['ANIM_ACTION_ALL'][0].val,\ GLOBALS['BATCH_ENABLE'].val,\ GLOBALS['BATCH_GROUP'].val,\ GLOBALS['BATCH_SCENE'].val,\ GLOBALS['BATCH_FILE_PREFIX'].val,\ GLOBALS['BATCH_OWN_DIR'].val,\ ) Blender.Window.WaitCursor(0) GLOBALS.clear() if ret == False: Draw.PupMenu('Error%t|Path cannot be written to!') def fbx_ui(): # Only to center the UI x,y = GLOBALS['MOUSE'] x-=180; y-=0 # offset... just to get it centered Draw.Label('Export Objects...', x+20,y+165, 200, 20) if not GLOBALS['BATCH_ENABLE'].val: Draw.BeginAlign() GLOBALS['EXP_OBS_SELECTED'] = Draw.Toggle('Selected Objects', EVENT_REDRAW, x+20, y+145, 160, 20, GLOBALS['EXP_OBS_SELECTED'].val, 'Export selected objects on visible layers', do_obs_sel) GLOBALS['EXP_OBS_SCENE'] = Draw.Toggle('Scene Objects', EVENT_REDRAW, x+180, y+145, 160, 20, GLOBALS['EXP_OBS_SCENE'].val, 'Export all objects in this scene', do_obs_sce) Draw.EndAlign() Draw.BeginAlign() GLOBALS['_SCALE'] = Draw.Number('Scale:', EVENT_NONE, x+20, y+120, 140, 20, GLOBALS['_SCALE'].val, 0.01, 1000.0, 'Scale all data, (Note! some imports dont support scaled armatures)') GLOBALS['_XROT90'] = Draw.Toggle('Rot X90', EVENT_NONE, x+160, y+120, 60, 20, GLOBALS['_XROT90'].val, 'Rotate all objects 90 degrese about the X axis') GLOBALS['_YROT90'] = Draw.Toggle('Rot Y90', EVENT_NONE, x+220, y+120, 60, 20, GLOBALS['_YROT90'].val, 'Rotate all objects 90 degrese about the Y axis') GLOBALS['_ZROT90'] = Draw.Toggle('Rot Z90', EVENT_NONE, x+280, y+120, 60, 20, GLOBALS['_ZROT90'].val, 'Rotate all objects 90 degrese about the Z axis') Draw.EndAlign() y -= 35 Draw.BeginAlign() GLOBALS['EXP_EMPTY'] = Draw.Toggle('Empty', EVENT_NONE, x+20, y+120, 60, 20, GLOBALS['EXP_EMPTY'].val, 'Export empty objects') GLOBALS['EXP_CAMERA'] = Draw.Toggle('Camera', EVENT_NONE, x+80, y+120, 60, 20, GLOBALS['EXP_CAMERA'].val, 'Export camera objects') GLOBALS['EXP_LAMP'] = Draw.Toggle('Lamp', EVENT_NONE, x+140, y+120, 60, 20, GLOBALS['EXP_LAMP'].val, 'Export lamp objects') GLOBALS['EXP_ARMATURE'] = Draw.Toggle('Armature', EVENT_NONE, x+200, y+120, 60, 20, GLOBALS['EXP_ARMATURE'].val, 'Export armature objects') GLOBALS['EXP_MESH'] = Draw.Toggle('Mesh', EVENT_REDRAW, x+260, y+120, 80, 20, GLOBALS['EXP_MESH'].val, 'Export mesh objects', do_redraw) #, do_axis_z) Draw.EndAlign() if GLOBALS['EXP_MESH'].val: # below mesh but Draw.BeginAlign() GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Toggle('Modifiers', EVENT_NONE, x+260, y+100, 80, 20, GLOBALS['EXP_MESH_APPLY_MOD'].val, 'Apply modifiers to mesh objects') #, do_axis_z) GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Toggle('HQ Normals', EVENT_NONE, x+260, y+80, 80, 20, GLOBALS['EXP_MESH_HQ_NORMALS'].val, 'Generate high quality normals') #, do_axis_z) Draw.EndAlign() GLOBALS['EXP_IMAGE_COPY'] = Draw.Toggle('Copy Image Files', EVENT_NONE, x+20, y+80, 160, 20, GLOBALS['EXP_IMAGE_COPY'].val, 'Copy image files to the destination path') #, do_axis_z) Draw.Label('Export Armature Animation...', x+20,y+45, 300, 20) GLOBALS['ANIM_ENABLE'] = Draw.Toggle('Enable Animation', EVENT_REDRAW, x+20, y+25, 160, 20, GLOBALS['ANIM_ENABLE'].val, 'Export keyframe animation', do_redraw) if GLOBALS['ANIM_ENABLE'].val: Draw.BeginAlign() GLOBALS['ANIM_OPTIMIZE'] = Draw.Toggle('Optimize Keyframes', EVENT_REDRAW, x+20, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE'].val, 'Remove double keyframes', do_redraw) if GLOBALS['ANIM_OPTIMIZE'].val: GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Number('Precission: ', EVENT_NONE, x+180, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val, 3, 16, 'Tolerence for comparing double keyframes (higher for greater accuracy)') Draw.EndAlign() Draw.BeginAlign() GLOBALS['ANIM_ACTION_ALL'][1] = Draw.Toggle('Current Action', EVENT_REDRAW, x+20, y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][1].val, 'Use actions currently applied to the armatures (use scene start/end frame)', do_anim_act_cur) GLOBALS['ANIM_ACTION_ALL'][0] = Draw.Toggle('All Actions', EVENT_REDRAW, x+180,y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][0].val, 'Use all actions for armatures', do_anim_act_all) Draw.EndAlign() Draw.Label('Export Batch...', x+20,y-60, 300, 20) GLOBALS['BATCH_ENABLE'] = Draw.Toggle('Enable Batch', EVENT_REDRAW, x+20, y-80, 160, 20, GLOBALS['BATCH_ENABLE'].val, 'Automate exporting multiple scenes or groups to files', do_redraw) if GLOBALS['BATCH_ENABLE'].val: Draw.BeginAlign() GLOBALS['BATCH_GROUP'] = Draw.Toggle('Group > File', EVENT_REDRAW, x+20, y-105, 160, 20, GLOBALS['BATCH_GROUP'].val, 'Export each group as an FBX file', do_batch_type_grp) GLOBALS['BATCH_SCENE'] = Draw.Toggle('Scene > File', EVENT_REDRAW, x+180, y-105, 160, 20, GLOBALS['BATCH_SCENE'].val, 'Export each scene as an FBX file', do_batch_type_sce) # Own dir requires OS module if os: GLOBALS['BATCH_OWN_DIR'] = Draw.Toggle('Own Dir', EVENT_NONE, x+20, y-125, 80, 20, GLOBALS['BATCH_OWN_DIR'].val, 'Create a dir for each exported file') GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+100, y-125, 240, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ') else: GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+20, y-125, 320, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ') Draw.EndAlign() #y+=80 ''' Draw.BeginAlign() GLOBALS['FILENAME'] = Draw.String('path: ', EVENT_NONE, x+20, y-170, 300, 20, GLOBALS['FILENAME'].val, 64, 'Prefix each file with this name ') Draw.PushButton('..', EVENT_FILESEL, x+320, y-170, 20, 20, 'Select the path', do_redraw) ''' # Until batch is added # #Draw.BeginAlign() Draw.PushButton('Online Help', EVENT_REDRAW, x+20, y-160, 100, 20, 'Open online help in a browser window', do_help) Draw.PushButton('Cancel', EVENT_EXIT, x+130, y-160, 100, 20, 'Exit the exporter', fbx_ui_exit) Draw.PushButton('Export', EVENT_FILESEL, x+240, y-160, 100, 20, 'Export the fbx file', do_redraw) #Draw.PushButton('Export', EVENT_EXIT, x+180, y-160, 160, 20, 'Export the fbx file', fbx_ui_write) #Draw.EndAlign() # exit when mouse out of the view? # GLOBALS['EVENT'] = EVENT_EXIT #def write_ui(filename): def write_ui(): # globals GLOBALS['EVENT'] = EVENT_REDRAW #GLOBALS['MOUSE'] = Window.GetMouseCoords() GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()] GLOBALS['FILENAME'] = '' ''' # IF called from the fileselector if filename == None: GLOBALS['FILENAME'] = filename # Draw.Create(Blender.sys.makename(ext='.fbx')) else: GLOBALS['FILENAME'].val = filename ''' GLOBALS['EXP_OBS_SELECTED'] = Draw.Create(1) # dont need 2 variables but just do this for clarity GLOBALS['EXP_OBS_SCENE'] = Draw.Create(0) GLOBALS['EXP_MESH'] = Draw.Create(1) GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Create(1) GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Create(0) GLOBALS['EXP_ARMATURE'] = Draw.Create(1) GLOBALS['EXP_LAMP'] = Draw.Create(1) GLOBALS['EXP_CAMERA'] = Draw.Create(1) GLOBALS['EXP_EMPTY'] = Draw.Create(1) GLOBALS['EXP_IMAGE_COPY'] = Draw.Create(0) # animation opts GLOBALS['ANIM_ENABLE'] = Draw.Create(1) GLOBALS['ANIM_OPTIMIZE'] = Draw.Create(1) GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Create(6) # decimal places GLOBALS['ANIM_ACTION_ALL'] = [Draw.Create(0), Draw.Create(1)] # not just the current action # batch export options GLOBALS['BATCH_ENABLE'] = Draw.Create(0) GLOBALS['BATCH_GROUP'] = Draw.Create(1) # cant have both of these enabled at once. GLOBALS['BATCH_SCENE'] = Draw.Create(0) # see above GLOBALS['BATCH_FILE_PREFIX'] = Draw.Create(Blender.sys.makename(ext='_').split('\\')[-1].split('/')[-1]) GLOBALS['BATCH_OWN_DIR'] = Draw.Create(0) # done setting globals # Used by the user interface GLOBALS['_SCALE'] = Draw.Create(1.0) GLOBALS['_XROT90'] = Draw.Create(True) GLOBALS['_YROT90'] = Draw.Create(False) GLOBALS['_ZROT90'] = Draw.Create(False) # best not do move the cursor # Window.SetMouseCoords(*[i/2 for i in Window.GetScreenSize()]) # hack so the toggle buttons redraw. this is not nice at all while GLOBALS['EVENT'] != EVENT_EXIT: if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val and GLOBALS['ANIM_ACTION_ALL'][1].val: #Draw.PupMenu("Warning%t|Cant batch export groups with 'Current Action' ") GLOBALS['ANIM_ACTION_ALL'][0].val = 1 GLOBALS['ANIM_ACTION_ALL'][1].val = 0 if GLOBALS['EVENT'] == EVENT_FILESEL: if GLOBALS['BATCH_ENABLE'].val: txt = 'Batch FBX Dir' name = Blender.sys.expandpath('//') else: txt = 'Export FBX' name = Blender.sys.makename(ext='.fbx') Blender.Window.FileSelector(fbx_ui_write, txt, name) #fbx_ui_write('/test.fbx') break Draw.UIBlock(fbx_ui, 0) # GLOBALS.clear() #test = [write_ui] if __name__ == '__main__': # Cant call the file selector first because of a bug in the interface that crashes it. # Blender.Window.FileSelector(write_ui, 'Export FBX', Blender.sys.makename(ext='.fbx')) #write('/scratch/test.fbx') #write_ui('/scratch/test.fbx') if not set: Draw.PupMenu('Error%t|A full install of python2.3 or python 2.4+ is needed to run this script.') else: write_ui()